/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MovieGraphPipeline.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMovieGraphPipeline : public [UMoviePipelineBase](API\Plugins\MovieRenderPipelineCore\UMoviePipelineBase)
TArray<TObject...
ActiveShotList
bool
bIsTransitioningState
True if we're in a TransitionToState call. Used to prevent reentrancy.
FThreadSafeBool
bShutdownRequested
True ifRequestShutdown()was called.
FThreadSafeBool
bShutdownSetErrorFlag
Set to true during Shutdown/RequestShutdown if we are shutting down due to an error.
TObjectPtr<UMo...
CurrentJob
int32
CurrentShotIndex
IImageWriteQueu...
Debug_ImageWriteQueue
A debug image sequence writer in the event they want to dump every sample generated on its own.
TArray<FMovieG...
GeneratedOutputData
An array of output data, one per shot.
TObjectPtr<UMo...
GraphDataSourceInstance
FDateTime
GraphInitializationTime
What time (in UTC) was Initialization called? Used internally for tracking total job duration.
TObjectPtr<UMo...
GraphRendererInstance
TObjectPtr<UMo...
GraphTimeStepInstance
TSharedPtr<UE:...
OutputMerger
This gathers all of the produced data for an output frame (which may come in async, many frames later) before passing them onto the Output Containers.
TSet<TObjectPt...
OutputNodesDataSentTo
An array of Node CDOs that we sent data through to write data to disk.
TArray<UE::Mov...
OutstandingOutputFutures
An array of Output Futures for files that have started writing to disk, but have not finished.
EMovieRenderPip...
PipelineState
Which step of the rendering process is the graph currently in.